How could I avoid UV maps when combining procedural Textures?
You have to keep them. UV Mapping is the default texture coordinate for image textures in Cycles, but the generated textures use generated coordinates by default:


  Texture coordinate to sample texture at; defaults to Generated texture
  coordinates if the socket is left unconnected. (http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures, Wave Texture)


You could simplify the setup if you pressed CtrlG to make the two nodes a group (a group looks like a single node). You can edit a group by pressing Tab.